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[Spell] Custom auto-cast spell BaseID problem

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So I wanted to add a spell to the human priest that is based on Inner Fire, which would give negative hp regen and reduce damage for some time.
After some searching I came to the conclusion that I may be over my head here.
A unit can't hold another spell based on a spell it already has without bugging out.
I tried a dummy unit but the problem was that the priest would constantly re-apply the spell because his didnt leave a buff so the game didnt recognize the unit as already having the spell on it.
But if I the priest does leave a buff on the unit then the problem would be solved, and he wont recast his spell over and over BUT the dummy leaves his buff on too and it looks like crap.

tl;dr - I want to have two autocast spells on the same unit, one is Inner Fire (+dmg; +armor) the other one is Purify (-dmg; dot).
 

yip

yip

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I don't think I get what you're trying to achieve exactly, but...

Most spell IDs are hardcoded. You could base Purify off of another ability (for example, cripple) and use triggers for the damage over time. You can't have two spells with the same ID on one unit.

Hope I've helped.

EDIT: I see, 2 autocast abilities. Same thing, but you'll have to use triggers for both the damage over time and damage reduction. You can still use cripple, an attack bonus passive spell, whatever is better for you.
 
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Yes, I could do that but I need it to be autocast.
I have to base it off something that is autocast too. No other autocast spell comes to mind that can change unit damage besides Inner Fire.
 
Make an Inner Fire and Curse ability.

For the +dmg +armor part, Inner Fire would suffice.
Meanwhile, for the -dmg part, use Curse.

After that, create another dummy spell based on Inner Fire but with negative properties.

And then, create a trigger something like:
Event - A unit starts the effect of an ability
Cond - Ability being cast equal to Curse
Actions - Create dummy unit and order it to cast dummy spell at target
 
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Curse is a 1/x chance to deal 0 damage. A constant -X% dmg is prefered here. I need damage that is like, 90,90,90,90... not 100,100,100,0 ...
Well, it would probably be a dirty work around, but I think I'll do Parasite for the damage portion and negative Inner Fire dummy to give -X% dmg.
It will leave the target unit with 2 buff icons but thats the best I can come up with in 3 days.
Any more suggestions are very well welcome though.
 
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Curse is a 1/x chance to deal 0 damage. A constant -X% dmg is prefered here. I need damage that is like, 90,90,90,90... not 100,100,100,0 ...
Well, it would probably be a dirty work around, but I think I'll do Parasite for the damage portion and negative Inner Fire dummy to give -X% dmg.
It will leave the target unit with 2 buff icons but thats the best I can come up with in 3 days.
Any more suggestions are very well welcome though.

Before you get critical with someone's solution, you should first bother to read.

The suggestion was to use curse as an autocast dummy ability, which then is then used to trigger the actual debuff effect. In the case of which, a dummy casted soul burn is exactly the ability you want here, since it deals DoT as well as reduces attack damage.
 
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Ah my bad then, didn't read well enough into that.
But the visual problem still remains. The unit will have two buff icons on its info panel. Curse and the dummy Inner Fire.

As I was scrolling trough the ability tab I saw Inner Fire (Neutral Hostile), with a different BaseID. I gave it a try and, although it still is a bit dodgy, it worked.
May have some strange interactions with Spell Steal and what not but for now it seems to do what it's supposed to do.
 
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You can always give the curse a 0.01 duration and give it a custom buff with next to no visual effect.

That would fix the double icon, sure. But then the Priest would constantly RE-APPLY his spell because it only lasts 0.01s. Burning trough all his mana in few seconds.
 
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That would fix the double icon, sure. But then the Priest would constantly RE-APPLY his spell because it only lasts 0.01s. Burning trough all his mana in few seconds.

Managed to do a fairly lame workaround for that.

Give the dummy ability and effect ability the same buff and the same duration.
 

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Level 1
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Managed to do a fairly lame workaround for that.

Give the dummy ability and effect ability the same buff and the same duration.

That's not lame at all. That's pretty smart. You used the fact that different spells that have the same buff icon merge into one. Didnt't knew that one.
+1 Rep! :goblin_good_job:
 
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